1 #version 400 core 2 3 layout(vertices = 4) out; 4 int outa[gl_out.length()]; 5 6 patch out vec4 patchOut; 7 8 void main() 9 { 10 barrier(); 11 12 int a = gl_MaxTessControlInputComponents + 13 gl_MaxTessControlOutputComponents + 14 gl_MaxTessControlTextureImageUnits + 15 gl_MaxTessControlUniformComponents + 16 gl_MaxTessControlTotalOutputComponents; 17 18 vec4 p = gl_in[1].gl_Position; 19 float ps = gl_in[1].gl_PointSize; 20 float cd = gl_in[1].gl_ClipDistance[2]; 21 22 int pvi = gl_PatchVerticesIn; 23 int pid = gl_PrimitiveID; 24 int iid = gl_InvocationID; 25 26 gl_out[gl_InvocationID].gl_Position = p; 27 gl_out[gl_InvocationID].gl_PointSize = ps; 28 gl_out[gl_InvocationID].gl_ClipDistance[1] = cd; 29 30 gl_TessLevelOuter[3] = 3.2; 31 gl_TessLevelInner[1] = 1.3; 32 } 33 34 in vec2 inb[]; 35 in vec2 ind[gl_MaxPatchVertices]; 36 37 #extension GL_ARB_separate_shader_objects : enable 38 39 layout(location = 3) in vec4 ivla[]; 40 layout(location = 4) in vec4 ivlb[]; 41 42 layout(location = 3) out vec4 ovla[]; 43 layout(location = 4) out vec4 ovlb[]; 44